This is the feedback forum for the Legend of the Invincibles singleplayer campaign. If you have played the campaign and have any comments regarding it (bugs, difficulty), feel free to post about it here, I am interested in reading it, even if it is a petty thing. Because of the size of the campaign, there are always things that might need some polishing.
Also, if you think this campaign sucks, tell me why (it might be corrected).

The points of the campaign:
A long storyline following the life, unlife and godhood of a pair of heroes and their followers
A campaign that is long enough to let anyone develop an army of recalls (90 scenarios in the first part, 110 in the second part)
Scenarios with enough variability to keep it interesting through the long story
To make the development of recalled units more interesting, advancement lines are prolonged with additional unit levels and specific AMLA
To increase the possibilities of customisation of units, an item and inventory system was added

(this is not the thing that is usually called RPG campaign, it just has RPG features)

Changelog so far:

3.2.2 (maintenance/development)
Added 5 new items
Demons now have evil titles behind their names
Updated the Skeletal Dragon to use the new sprite, with custom animations
Updated Orcish Nightblade to be closer to the newly added mainline one
Fixed a lot of lesser bugs, mostly compatibility problems with 1.14

3.2.1 (maintenance)
Fixed a large number of bugs, many of which were showstoppers on 1.13
Added 15 new items

3.2.0 (development)
The campaign should work on wesnoth 1.13
Made large changes to chapter 9, reducing the quantity of usual enemies and adding other, scenario-specific threats
In chapter 4, it is now possible to recall a few units from previous parts of the campaign
In chapter 4, protagonists will create weaker clones of themselves as allies in scenarios where they would be alone
Added a new enemy group to chapter 4
Fixed a few lesser bugs

3.1.23 (development/maintenance)
Added 15 new items
Blood rain in chapter 9 now focuses on player's units and appears less often, to prevent it from thrashing performance
Added a new unit to chapter 7, Spell Eater, a monster that protects its mearby allies from arcane damage, made the chapter 7 monsters weaker to balance it
Added a female version of Prophet (before, if a female unit advanced to one, the result was male)
Fixed a few lesser bugs

3.1.22 (maintenance)
Fixed various bugs related to Beelzebub
Reduced the damage penalty of AoE attacks
Fixed a few other bugs

3.1.21 (maintenance, development)
If the player completes the scenario early, in addition to extra gold, it scares the enemies, if they are scared enough, they will summon Beelzebub, an optional and very rewarding enemy
Added 5 new items (there are now 300 randomly dropped items)
Made scenario End of the World significantly harder
Reduced the penalty from cleave attacks
Lethalia's, Krux' and Fire Dragon Legacy's AoE weapon specials are now optional, the player can choose if he wants or doesn't want to use the AoE weapon special when attacking
Made the campaign load on Wesnoth 1.13 (currently it shows some deprecated messages from time to time)
Fixed a few bugs
Added some new bugs

3.1.20 (maintenance)
If the player stays in a single location in chapter 9 for too long, blood will rain, strongly worsening the fighting conditions
Improved items Deathblade Inheritance, Spectral Jet and Despicable heroism
Spell suck is also shown in unit information
Scenario Gladiators (multiplayer) is no longer win when turn is ended
Units that recently picked up gems will not be listed as units with items
Fixed a few larger bugs added in the previous version

3.1.19 (development/maintenance)
Weapon specials that allow hitting more enemies do give experience for kills, but exhaust the users, reducing their damage in a way like if they were struck by a Black Soul
Significantly improved Krux and Vritra, mostly by new attacks and abilities
Modifiers that increase the number of attacks by a flat constant no longer affect thundersticks
The later versions of Efraim and Lethalia now increase their maximum exp in the same way regardless if they take redeem AMLA or normal AMLA
Using whirlwind is now so tiring that the user's damage temporarily decreases
Improved item sets: Rherraent's, Ice, Unseen, Cunctator's, King's
Added an option to view items on units on recall list, allowing also to rename them or to collect the items; it's accessible from the items menu
Added a rare item modifier that makes spells suck some life with each hit (does not work with explosive etc.)
Added 5 new items
Army of Darkness scenario is no longer won just by hitting next turn
Dark Dragon legacy no longer adds slow
Fixed some bugs

3.1.18 (maintenance/development)
It is now possible to disable some attacks from being used for retaliation
Empowered most redeem-AMLA
Added a new crafting recipe
Added 20 new items
Traders now sell also gems, prices increase roughly with geometric sequence
Sling weapons now can improve attacks with net
Spiritual essence weapons now can improve attacks with torch
Added dodge and magic resistance AMLA to Reaper
Fixed a bug causing some portals to be unusable in scenario Rush
Fixed some bugs

3.1.17 (maintenance/development)
Added 5 new items
Made the Nightmare Cellar scenario less generic
Made the Pandemonium scenario's landscape weirder
The default rainforests are used, removed their copy from the images/terrain/forest folder, reducing the add-on's size
Fixed a bug making some terrains unusable in editor

3.1.15 (maintenance)
Added an experimental German translation
Added a new legacy - Legacy of the Free, adding mostly movement and dexterity related advancements
Added 10 new items, some of them limited to drop only in Part II and themed after characters from the campaign Affably Evil
Increased the damage of black souls on higher difficulties
Improved AMLA of some elvish units
Added new images for items on the ground, coloured some of them according to their properties
Fixed a few AI bugs
Fixed some other bugs

3.1.14 (maintenance/development)
Rebalanced elvish AMLA, improved Juggernaut, Overlord and Seer, nerfed Incarnation
Added a new legacy - Legacy of the Freezing North, melee oriented, mainly allowing its user to transform into a mountain of ice, getting extra melee damage and resistances
Added a new unit - Abomination, a level 4 advancement of the Ghoul line, it does not have the feeding ability, made it available to the player
Added 5 new items, two of them focusing on improving undead
Added a new craft-only weapon type, otherwordly essence that improves touch and baneblade attacks
Rebalanced demon traits, mostly improving the weak ones, adding a couple of new ones and removing furious
Added a lot of new possible traits to demon lords, they now get three of them
New sprites for Elvish Overlord and Chaos Rider (drawn by Van Tarkin)
Dragon legacies's breath attacks now add less damage, but add penetration (so that units that already have that kind of attack would benefit from it too)
In scenario Jungle Hell, unpicked items (usually dropped by demons standing on impassable) are collected at scenario end, replaced all random items on the ground from start with chests
When a unit dies and becomes a lich using the necromancy ability, it keeps its legacy (because when a unit advances into a lich, the legacy is not lost)
The abilities listed on the unit information panel are now formatted as separate sections and separated from the rest by a smaller font
Fixed a bug causing some black souls not to get lethargy
Fixed a few AI bugs
Fixed some other bugs

3.1.13 (maintenance/development)
Added a new weapon special to the black soul race - lethargy, it temporarily reduces the damage of their victims, stackable
Added comments to most items that didn't have them
Added information about books the unit is carrying to the unit information panel
Fixed an old bug causing units that advanced during the enemy turn to never get their advancement in some cases
Fixed many lesser bugs

3.1.12 (maintenance/development)
Fixed a serious bug causing the AI to attack units when it was supposed to be quite idle (for example the patrollers in scenarios Investigations and We Walk in the Shadows)
Added Legacy of Exile, that adds some bonuses that are good when the unit is alone
Fixed a lot of lesser bugs

3.1.11 (maintenance)
Fixed an issue sometimes causing the AI to malfunct, showing a big and very visible error message

3.1.10 (maintenance)
Fixed a serious bug causing units that were supposed to wait and attack only if you approach to attack anyway, making some scenarios impossibly hard
Item descriptions now show 'X less movement points' instead of '-X more movement points' where X is a positive integer
Fixed a typo preventing claws from having any effect

3.1.9 (maintenance/development)
Replaced the AI with a custom one that is far faster but a little bit worse
Items now can have short comment, shown bellow the effects (not shown if it is on a list of items to save space)
Added comments to a half of items, it can be a short comment from a unit seeing or using that item, a description how that item works or a reference to something unrelated
Added a switch to experimentally disable the AMLA workaround that sometimes causes bugs, it can be enabled by defining DISABLE_AMLA_WORKAROUND, but the performance will be terrible
Fixed a many bugs and oddities

3.1.8 (maintenance)
Fixed a serious bug preventing the 9th chapter from being doable, causing Seal Guardians to fail to spawn inside their hideouts
Fixed a few lesser bugs

3.1.7 (maintenance/development)
Added 20 new items, including 1 set of 4 items
Added 2 new crafting recipes
Added a new legacy, named Legacy of Phoenix, adding fire and arcane resistance, ability to deal fire damage to nearby enemies and heal when close to death
Demon leaders how have traits
Charge leadership no longer affects attacks with the charge weapon special
Fixed some lesser bugs

3.1.6 (maintenance)
When viewing the item storage and there is so many items that they're divided into submenus, there is a back button that returns to the list of items types
Fixed some lesser bugs

3.1.5 (maintenance)
Fixed a fatal bug preventing the first part of the campaign from being loaded
When some gems are transmuted, the UI does not exit, but returns back into the transmuting menu
Made demons and chapter 9 harder, especially on higher difficulties
Fixed some lesser bugs

3.1.4 (development)
Lower gems can be randomly upgraded, possibly to the highest ones
Added 15 new items and one crafting recipe
Decreased the level of Burning Souls because they are way too easy to kill
Added a new item property called Devastating Blow to certain items, it gives the weapon a chance to take 20% of the enemy's current life away
In scenario Escape from Oblivion, Connor no longer just appears out of nowhere, he arrives during a cave-in that crushes nearby enemies (preventing him from appearing desperately swarmed)
Added a turn limit to the Annihilation scenario, decreased turn limits in some scenarios where they were extremely high
Made Warlock a bit stronger
Fixed a few bugs and typos

3.1.3 (maintenance/development)
The player can start playing the campaign only from chapters 1 and 6, no longer cluttering the campaign list and saving some space
Added introduction screens to chapters, followed by quotes from the following chapter giving some deliberately unclear information about its content
Hordes of the Other World scenario now works also in networked multiplayer and the AI should not be slow, but doesn't work and is invisible on versions before 1.11.13
New sprite for Efraim
New graphics for meteor
Celestial Messenger can now move through deep water and has no defence penalties in water generally
Efraim's new dark portrait is used only when he is undead
Fixed two problematic bugs in Lost in Space and Pandemonium scenarios
Fixed some lesser bugs

3.1.2 (maintenance)
New portrait for Efraim (he gets it after being stuck in the cave, studying necromancy)
Fixed a problem in the Gladiators multiplayer scenario that made bosses spawn twice
Altered the Paradise Lost scenario to make the beginning more dynamic
Fixed some lesser bugs

3.1.1 (maintenance/development)
Improved and debugged the campaign image on the add-on server
New sprite for Celestial Messenger, based on van Tarkin's draft
Added some new starting units and seller items (of otherwise craftable-only types) to the Gladiators multiplayer scenario, limited the number of waves of weak units
Fixed a lot of lesser bugs

3.1.0 (development)
Added an additional questline to chapter 9 concerning Lilith, whose completition is mandatory
In chapter 9, when the player enters Uria's den, he will be told where he should go, to make the navigation clearer, also added space to some levels of chapter 9
Done a lot of other changes to chapter 9
Rewrote parts of the code to support translations
Run wmlindent on the files
Added a portrait to Stormrider
Removed some macro bloat around calculation of item properties, chapter 9 map and redeem, it should decrease the size of save files a bit and quicken the loading a very tiny bit
Added 10 new items
Improved the graphics of the tentacles of chapter 5 specific enemies
Improved the Gladiators multuiplayer scenario
Fixed some problems related to the Gladiators multiplayer scenario
Replaced the Blackguard sprite by a new one made by van Tarkin
Fixed many lesser bugs
Fixed graphical problems with demon infiltrator Spearmen and Cavalrymen on 1.11

3.0.12 (maintenance)
Made Faerie Incarnation have stronger supportive abilities
Chapter 4 enemy mages' fireballs' explosive weapon special now behave exactly the same as the usual explosive weapon special
Fixed some smaller bugs

3.0.11 Special Christmas update (development/maintenance)
Added 20 new items (there is now 200 items in total)
Added a new miscellaneous item effect, vision, that increases the distance how far can the unit reveal shroud or fog and added it to some items (1.11 only, might not be visible if using older save files)
Plague that creates something else than Walking Corpses shows what it creates behind its name in brackets
Special traits will show correct descriptions now (only on wesnoth 1.11.8 and newer)

3.0.9 (maintenance)
Fixed the problem making scenario An Army is Born impossible to complete on wesnoth 1.11.7

3.0.8 (maintenance)
Fixed the problem when units in chapter 5 weren't autorecalled
Fixed the problem when items could not be picked up when an item was destroyed above it from the inventory window
High quality crafting recipes cost some lower gems again, but not as much as before
Renamed the Stormrider unit type to Divine Emissary, Stormrider is now his name
Removed the struggle weapon special from Champion
Fixed lots of smaller bugs

3.0.7 (maintenance)
Fixed a graphical issue related to Shadowalker accidentally introduced in the previous version
Fixed a small graphical issue with Champion, causing him to play a non-existent idle animation

3.0.6 (development/maintenance)
Fixed the 1.11.7 only instant crash problem
Added a new unit: Champion, a new advancement of Master at Arms, a really defensive alternative to Shadowalker
Made the autorecall in chapter 5 work like it works in chapter 9, thus removing the unpopular 'Devour' menu option
Enemy units sharing the same graphics as some default units (chapter 5's hybrids of steel, chapter 7's corrupted beings, chapter 8's demon infiltrators) now have an aura that makes them visually different
On wesnoth 1.11.7, opening the inventory hotkey defaults to Shift+I
Fixed some lesser bugs

3.0.5 (maintenance)
Fixed a crash bug occurring in all part II scenarios if played on the hard difficulty
Replaced two scenarios' dialogues by edits by RaustBD

3.0.4 (development/maintenance)
Most enemy leaders have additional and usually unusual abilities and weapon specials, especially on higher difficulties, to add variability and challenge to the gameplay
Replaced the special version of Orcish Sovereign by Orcish Warmonger, with similar properties and position in the advancement paths
Added walkthroughs for chapter 10
Higher crafting recipes no longer require large numbers of lower gems
Added a new crafting recipe
Fixed an issue making some sprites invisible on 1.11 versions
Fixed a lot of smaller bugs

3.0.3 (maintenance)
All items that dropped by leaders in the last turn before victory are taken into the item storage properly, without failing or causing save file corruption

3.0.2 (maintenance)
Added an option to unequip all items from a unit and put them into the item storage
When equipping an item, the name of the item the unit currently has and will be dropped is shown, and also the number of same items in the inventory
Shrunk the infamously large map for the Where the Hatred Grows scenario
Fixed a large number of smaller bugs

3.0.1 (maintenance)
Made many weapons weaker on higher difficulties, especially those with other good properties than damage
Fixed a bug that could cause animations to get messed up and save files growing excessively large
Fixed a bug causing serious mess with some items in item-collecting scenarios of chapter 5
Shrunk the Chasing Dragons scenario's map
Added a few caves to the Despair scenario and added a few magical runes on ground in Fimbulwinter scenario
Added 5 new items, renamed the 'Reaper's items' to 'The gloomy items'
If a unit is equipped two crafted items of the same type and chooses to unequip one, both will be unequipped no more
Problems with ability descriptions on wesnoth 1.11.4 and 1.11.5 should appear no more
Slightly altered Darkness Closing In and Meeting of the Ancients scenarios to make them more comfortable to play
Fixed a possible multiplayer spillover problem that might happen if using some custom lua codes

3.0.0 (development)
Added chapter 10, ending the story
A few scenarios were rewritten by other people in order to improve dialogues
Added orcs and goblins to the selection of units with extra levels and AMLA and used them in many earlier scenarios
If a player has more than 20 items in the storage, they are sorted by types into submenus
Fixed the problem with units advancing many times in a row
The last amla can be changed only once now
Fixed a bug causing the delayed advancements (due to advancing during another side's turn) to be delayed really badly
Fixed a rare bug causing the game show weird error messages on scenario startups
Fixed a lot of lesser bugs

2.5.9 (development/maintenance)
Thundersticks can be crafted now
Krux has his own sprite and portrait now
Added a new unit: Troll Boulderlobber (slighly edited Troll Rocklobber's advancement from Balancing Extended Era Modification)
Walking Corpses that aren't carrying any items are removed from the recall list automatically
Added 2 new crafting recipes, designed by Silux
Added marksman to Exterminator's knives
Slightly altered the dialogues in the first parts of the campaign
Fixed a problem with units not being able to view the global inventory when standing on a castle
Retribution ability now gives exp for kills with it
Teleport units to leader function is recharged every ten turns as intended in scenarios where it was broken before (Tundra, Arctic Wastelands, The Desert and Jungle Hell)
More regular kinds of demons have -2 damage if starting from the 9th chapter

2.5.8 (maintenance)
Standard units advance faster on lower difficulties, leaders advance much slower on higher difficulties
On higher difficulties, coloured units will appear; they have special improvements and are very dangerous
Fixed a glitch allowing creating items that would be placed into glitch inventory slots
The number of redeems required to advance it is now shown properly
Redeem is now the first attack on the list
Specials that added exp somehow, but did not cause the unit to advance now make the units advance properly
Fixed a lot of smaller bugs

2.5.7 (maintenance/development)
Worked around a segmentation fault problem in tutorial
Added a new unit: Monstrosity, a level 2 advancement of Soulless, as an alternative to advancing into skeletons
Item sellers will also show the description of items you are interested in
Fixed an old, rarely appearing bug causing some units, mostly created with plague, to interact wrongly in some cases
Made the Infinite Legion scenario harder by increasing some resistances and changing some damage types to make it harder for Preserved Liches to hack through
Improved the balance of chapter 1 a bit
Fixed a lot of smaller bugs

2.5.6 (maintenance)
Made enemies in chapter 9 stronger, mostly by making their traits even more significant
Redeem can advance up to level 20 now, for those who want to play The Last Crusade for long
Fixed a bug causing Efraim to advance strangely on 1.11.1 and 1.11.2
Pierce weapon special can no longer harm allies

2.5.5 (maintenance)
Fixed some bugs in tutorial
It's now possible to access all items in item storage on castles

2.5.4 (development/maintenance)
Added tutorial
Delly is now a new unit type, with a new sprite and a new portrait
Changed some dialogues in chapter 1
Fixed the lua error problems showing on wesnoth 1.11.1/1.11.2 when a low level unit advanced
Made The Last Crusade scenario's difficulty increase in a new way

2.5.3 (maintenance/development)
Fixed the AMLA bug that was recently created on wesnoth 1.11.1/1.11.2
Gauntlets now add the GEARED trait like they always should
The 1.11.2 version of wesnoth should no longer rant deprecated ability descriptions
Added 5 new items
Fixed some lesser bugs

2.5.2 (maintenance)
Fixed the bug preventing chapter 9's files from being loaded when continuing from chapter 8 or before
When the controversial ally in chapter 9 dies, it triggers a dialogue about her death
Made the Purity item recipe significantly more expensive

2.5.1 (development/maintenance)
Fixed the 1.11.1/1.11.2 advancement bug
Slowed down the advancement speed of leaders... again
The 'Unit Information' message now shows also all abilities
Added 2 new crafted items and 5 new dropped items
Added help to chapter 9 and end of chapter 8
Removed the immune to fire and immune to cold abilities, because they led to exploits due to bugs in the game and also other bugs and were possibly overpowered

2.5.0 (development)
Added chapter 9
Items in the new inventory are ordered properly
Scenarios with a turn limit only preventing the player from endlessly killing spawning enemies no longer give insane early finish bonuses
Demons have randomly generated names now
Halved the chance to of books to drop
Fixed a plenty of lesser bugs

2.4.14 (maintenance)
Items taken from the old inventory now properly disappear
Added dodge advancements to all elves who didn't have it
Updated Argan's portrait
Made the 'Banished' scenario easier
Decreased demigods' resistances to fire and cold by 10%, set Krux's resistances to a something between Efraim and Lethalia
Added some physical resistances to Scythemaster and Swordmaster, now they have at least 10% resistance to physical damage
Decreased Chaos Rider's cold resistance to 0%

2.4.13 (maintenance/development)
Scenarios with endless supplies of enemies now have a turn limit, usually high enough for everyone, but not for free exp and/or redeem
Items in the item storage are ordered by type (only those that were put there on this version)
Decreased the magical damages of enemies in late parts of the game (chapters 7 and
Decreased the cold resistance of demons by 10%
Globally decreased the gold in chapter 3, significantly
Slightly weakened the leaders
Added 5 new items and 1 new crafting recipe, mostly aimed for better protection of units from possessed creatures in chapter 7
Leech ability no longer drains allies
Improved the performance of the Across the Barren land scenario
Fixed some lesser bugs

2.4.12 (maintenance)
Items on the crafting list show the materials needed for them
Fixed crossbow drops in Part I - Glitch item should no longer drop
Advancing on wesnoth 1.11.1 now works, not only on subversions after 1.11.1

2.4.11 (development)
Added a multiplayer scenario
By selecting a new option in items menu, Unit information, it is now possible to view some information that might be useful, but impossible to be known otherwise
No more mandatorily converging advancement paths; however, some may optionally converge (Chocobone advances to Grim Knight, Deathbade advances to Phatom, but may also advance to Grim Knight):
Added a new unit: Predator, an advancement of Huntsman (he no longer advances to Forester)
Added a new unit: Exterminator, an advancement of Assassin (Assassin cannot advance to Shadowalker anymore, and Shadowalker is more Fencer-like now)
Added a new unit: Lunatic Knight, an advancement of Lancer (Lancer no longer advances to Grand Knight and Paladin)
Added more AMLA advancements to units who had only a few of them
Claw weapons can now be crafted for Gryphon Riders (and weakened Elvish Gryphon Rider's claw attack)
It is now possible to break less useful items to get gems for crating
When units are advancing, it will no longer be randomly possible to see the same unit twice on the list
Fixed a few lesser issues
Removed retrospective compatibility to some old versions (several months old)

2.4.10 (maintenance)
Fixed a bug with redeem cooldown, that was causing it to last for much longer under some circumstances

2.4.9 (development/maintenance)
Efraim and Lethalia in chapter 7 and onwards get 15% increase to their maximum experience when they advance now
Redeem has a 3 turns' cooldown now
Death Knight now advances to Lich King
Things that decrease enemy resistances now really decrease them

2.4.8 (maintenance)
On wesnoth versions 1.11.0+svn, the advancing works correctly
Units can advance to Lich Kind in singleplayer now (that was accidentally disabled before)
Redeem now works past level 14
The Army of Darkness scenario is now easier, especially on higher difficulties
Dark Helm of Destruction now adds only one attack instead of accidental 15

2.4.7 (development/maintenance)
Leech now drains only 10% of damage dealt (instead of 25%)
The effect increasing magical damages no longer affects elemental weapon damages
Made Faerie Incarnation able to pick up staves and get bonuses to her wine attack from bonuses to magical damage
Added 5 items (two smaller item sets)
Explosive weapon special is now weaker
Fixed a lot of smaller bugs

2.4.6 (maintenance)
Fixed a bug preventing units from advancing if they had advance by killing an enemy during the AI's turn with the inferno weapon special
All Efraim's fireball advancements are available now

2.4.5 (development/maintenance)
Added storyline images
Added iceball spell advancement to half-god version of Efraim to make him have a convenient slowing retaliation attack
Fixed a problem that high-level redeem did not add any bonuses for AoE targets
Fixed a bug causing some units to get immortal
Fixed a few other bugs

2.4.4 (maintenance/development)
Added a new unit: Chaos Rider, advancement of Cavalier instead of Dragon Rider
Fixed some bugs
Made weapon specials Trickery and Doom stronger
Phantoms can no longer equip swords if they have the whirlwind attack
Added Doom to Swordmaster

2.4.2 (maintenance)
Units cannot be knocked into walls with knockback
Fixed some bugs
Done some more balancing changes

2.4.1 (maintenance)
Nerfed some weapons that were too strong
Done some more balancing changes

2.4.0 (development)
Added chapter 8
When a unit advances during AI's turn, it only heals and the player will select the advancement at the the beginning of his turn - therefore, now you do not have to watch AI's turn to avoid delays related to appearing windows waiting for you, asking you about things you can decide later in sigleplayer, and you can choose your advancements better in multiplayer
The last advancement a unit has taken can be swapped for another (for the case when the player realises it wasn't the best idea)
Improved performance
Fixed a mess with special attacks

2.3.7 (development/maintenance)
Active set item effects are now written in bold
Elvish Lords can be recruited in some scenarios
Added a new unit: Elvish Warlord, to split the converging advancement path of Elvish Marshal and Elvish High Lord
Removed Elvish Overlord's leadership ability
If a leader drops an item, winning the scenario, you really get the item
Female units no longer take male animations for attacks in some cases
Swordmaster no longer loses his team colour when trying to block an attack
Added an item set

2.3.6 (maintenace/development)
Items now sparkle for better visibility
Added a new unit, Lich King, an advancement of Lich and Death Knight, removed leadership from Deathlord
Scenarios in chapter 5 dungeons, where you have to collect items, work again
Fixed a plenty of other bugs

2.3.5 (maintenance/development)
Made chapter 7 playable if selected from the campaigns menu by adding some recalls at the start
Cone and hose weapon specials can no longer damage allies under certain circumstances
Added a new unit line - Sword Mage, Knight of Magic and Warlock, advancing from Mage and Fencer
Made scenario Army of Darkness easier if continuing from chapter 1

2.3.4 (development)
Added a new menu item, containing various help about things specific for this campaign, and walkthroughs
Added Pilum Master, a new unit that advances from Javelineer (that no longer advances to Royal Guard or Halberdier)
Removed retrospective compatibility to versions before 2.2.0 to shorten the loading delays - this can cause problems with units from chapter 3, so crashes should appear only in chapter 3

2.3.3 (development)
Added Dwarvish Battlerager the level 4 advancement of Dwarvish Berserker - now all dwarves advance to units that have advancements
Added 5 items to random drops
Added some warnings to decrease the chance the player will proceed wrongly and get stuck

2.3.2 (development/maintenance)
Added Dwarvish Technocrat, the level 4 advancement of Dwarvish Dragonguard
Fixed a bug causing troubles with resistance penetrations - those from advancements never worked and those from items didn't always work
Increased the difficulty in part I (chapters 1-5) by preventing some super-elite items from dropping and slightly decreasing the resistances of preserved liches

2.3.0 (development)
Added chapter 7
Added two new playable units, Snow Hunter and Dwarvish Hero (advancement of Dwarvish Lord, other dwarves will have to wait slightly more for advancements)
Storing a healing potion no longer heals the unit
Fixed a load of bugs

2.2.15 (maintenance)
Fixed a bug spoiling a few things for the next chapters in the last scenario, possibly allowing the player to ruin advancing through the chapters - it is suggested to replay this scenario
Animations of Delly in chapter 3 should be assigned correctly
Improved all dialogues in chapter 4 (thanks to nigkg4000)
Fixed a few lesser bugs

2.2.14 (development/maintenance)
Updated unit types of units in the last scenario of chapter 6; now they are fit to continue through chapters 7 - 10; however, the only scenario where they are is not long enough to try them out
Units no longer show absurd weapon specials; units that add weapon specials to adjacent units have visible auras (they, however, remove the illumination's visual representation, and their visual manifestations will not stack one with another, only the newest one is shown)
Shrunk the campaign images to fit better the campaign selection window
Improved all dialogues in chapters 1-3 (thanks to nigkg4000)
Items can be picked up even if there are gems above them
Fixed a few lesser bugs

2.2.13 (development)
Improved dragon breath animations
Added a new unit, Phantom (level 3 advancement of Deathblade), decreased the axe damage of Grim Knight
Defence is calculated properly everywhere, even if it is a mounted unit on forested mountains
Added one weapon crafting recipe with an interesting weapon special, and one armour crafting recipe

2.2.12 (development/maintenance)
Items on the crafting list that you cannot make are now red
Crafting from obsidians now properly decreases the quantity of obsidians the player has
Added a new unit: Duke (a level 5 advancement of Grand Marshal), removed leadership from Dragon Rider
A bug in Wesnoth no longer causes mounted units to get 80% defence in forests
Argan can use swords now
Added 10 new items

2.2.11 (development)
Added a new unit: Elvish Assassin (an advancement of Elvish Sharpshooter), weakened Elvish Gryphon Rider accordingly
Units you receive in chapter 3 (three dwarves, a necromancer) are now properly recalled at the beginning of scenarios
Added 5 new items and 5 new crafting recipes

2.2.10 (maintenance/development)
Added a new unit: Arch Necromancer (Necromancer may also advance to him)
Units recruited in scenario 1 chapter 2 are no longer improperly autorecalled in chapter 3 (requiring upkeep)
Pikemen can uese spears
Some previously not autorecalled units from chapter 3 are be autorecalled
Added some crafting recipes

2.2.9 (maintenance)
Fixed a bug causing terrible delays when inventories of units with a weapon were manipulated
Decreased the speed units advance globally in part 1 (chapters 1-5)
Globally decreased the items' defensive properties
The virtual trait 'GEARED' is colourless now, because it wasn't formatted properly in some cases
Nerfed Shadowalker's parry attack
Fixed a few lesser bugs

2.2.7 (development/maintenance)
Added some interesting advancements to Shadowalker
Level 1 undead can be summoned anywhere next to a leader in the chapter 5 final dungeon again
Items that have some gear have a very visible trait named 'GEARED', so they are visible on the recall list
Fixed a few lesser bugs (explosionlance's experience, some dialogue mess)

2.2.6 (maintenance/development)
Replaced Lethalia's portrait by a WiP of Crow_T; because it looks better than my 'art' anyway
Types of crafted items in the item storage are now displayed properly
Added a new unit: Dark Shade (an advancement of Nightgaunt), removed nightstalk, skirmisher and backstab from Reaper, but gave it a few other things
Fixed a bug causing Efraim to have to learn to cast Chill Tempest if willing to learn Shadow wave and lightning spells, although it was very similar to Wave of Fear he already has (and is much better)
When beginning from chapters 2,3,4 and 5, the leaders obtain some gear and advancements, to make them as strong as if they were continuing from previous chapters (based on arobinson's saves)
Added wings to Faerie Incarnation (no gameplay effect)
Fixed an exploit allowing units to get abilities and some other things without occupying an inventory slot

2.2.5 (maintenance)
Gems higher than pearl now can drop
Units no longer get 80% defence on certain rare terrain types, like flat/unwalkable
Fixed some lesser bugs

2.2.4 (development/maintenance)
Added a new unit: Faerie Incarnation (advancement of Elvish Shyde); weakened Elvish Seer's healing
Added a new unit: Duelist Wizard (advancement of Silver Mage); removed teleport from Elder Mage
Scenario 'Pirates' no longer crashes at the beginning
Leaders no longer lose advancements, traits and items at the end of scenario 'We Walk in the Shadows'

2.2.3 (development/maintenance)
Added unit legacies - on maximum level, any living unit may choose as AMLA taken to discover its legacy, and then may learn some special powers related to that legacy (8 legacies at the moment)
Removed Elvish Sprite (people said it did not fit there)
At the beginning of chapter 1, more unit types can be recruited (it tended to discourage people from playing it
When a leader dies, dropping an item and winning the scenario, the item he dropped is moved into the item storage
Item traders work properly
Ability added by potion of starving no longer permanently affects maximum hitpoints; it wears off with the potion
Chapter 3 units are autorecalled
Effect 'Increases Terrain Defences' works
Scenario 'Infinite Legion' is no longer won when Lethalia moves somewhere

2.2.2 (maintenance)
Weapon modifier 'sucks X hp with each hit' heals proper amounts of hitpoints
Fixed Destroyer's and Efraim's berserk advancements
Changed the mechanics for improvements for bonus attacks (attacks whose properties depend on properties of an attack the unit already has, like Werewolf or Efraim's berserk)
Items granting teleport no longer allow the unit to teleport between unowned villages
Book of Courage works again

2.2.1 (maintenance)
Blue lines in item descriptions are now in lighter blue, and therefore more visible
Prophets have 30% defence on mountains and move slightly better in caves
Chapter 4 loads
Item pictures are no longer erroneously displaying on the ground when some items are put into inventory
Skeletal Dragon's jaw attack advancements are now correct

2.2.0 (development)
Added chapter 6
Effects of items are displayed in a clear way (no more vague descriptions)
Altered the effects of a lot of items, mostly improved
Units no longer flash white when their inventory is manipulated
Chapters have their own pictures
Books add new advancements, rather than simply improve the unit - this can be more powerful, but it is impossible to stack bonuses from a lot of them
New sprites for main characters - it should be easy to distinguish them from other units now, and they should suit their portraits more (Lethalia's portrait is not finished yet)
Altered the main characters; the main change was the replacement of feeding by an ability named 'soul eater', that allows the unit to take new advancement paths after a certain amount of kills
Atttacks hitting multiple enemies now now affected by the time of day, leadership, etc., and their ranges depend more on damage (less damage to additional targets)
Added a new unit: Elvish Sprite (good both at melee and ranged combat, but excellent at neither, alternative advancement of Shyde and Sylph)
Added a new unit: Swordmaster (an advancement of Royal Guard, Destroyer now uses maces and advances from Iron Maulers)
Added a new unit: Shadow Prince (replacing Renegade and Marauder, because they sucked)
Added a new unit: Blackguard (advances from Highwayman and Iron Mauler)
Altered a lot of units to avoid RIPLIB violations (lesser RIPLIB violations, like converging advancement lines, are still present)
Potions now give temporary bonuses (until the unit advances), and they can be all unstored at any time (and it works like intended)
Added a lot of items
Significantly altered scenarios Pirates and Lost in Space
Fixed a lot of bugs

I've been playing Battle for Wesnoth for about 15 years (with long breaks included), and I just made an account to say: Thank you!

I discovered Legend of the Invincibles by chance when I tried a test run of Wesnoth 1.14 (after years away from Wesnoth), and I was immediately addicted. This is such an amazing campaign, being so long with solid storyline, extending the gameplay in unthinkable ways for the game engine, it is apparent that great effort has been spent. It could be a game on its own!

Congrats and keep it up!

Richard wrote:I love your work, seriously.

The_Warder wrote:Hi, I just wanted to say thank you for making such a fun campaign and I've really enjoyed it.

seangregorycarroll wrote:Posting to thank you and complement you on your incredible addition to "Battle for Wesnoth". "Legend of the Invincibles" is truly a masterpiece; I can only begin to imagine how much time and effort you have dedicated. I have barely scratched the surface but already am enjoying immensely.

Nitramar wrote:First of all I'd like to thank you Dugi, as this is probably my favorite campaign (by far the one I have spent the most time on, at least).

MarcinBX wrote:Thank You for Your wonderful campaign. I had and still have a lot of fun playing this campaign. That's the only campaign i play.

Cam9855 wrote:I used to play LoTI a few years ago, and just started playing again recently. Dugi, I just made a forums account only to say thank you for years of dedication and all the time you put in to create such an amazing game.

Crazy_Kingcaillou wrote:BTW, loti is my favorite camapaign.

Osnil wrote:I was introduced to Wesnoth by a friend, but only recently discovered this campaign. It is by far my favorite, taking an epic story as a given, but the varied gameplay makes it fun. Especially the additional upgrades to OP your units and the weapons. I just wanted to tell you all that you're doing a fantastic job from what I've beaten so far. Thank you for the experience.

lhaire wrote:P.S. highly addictive campaign! I can't even imagine going back to any other Wesnoth campaign after playing this one. And there's enough variety that you can play several times without it getting boring.

LMCS wrote:For the third time, I replay this campaign. By far the one I love the most.

dabber wrote:I've definitely spent more time on LotI than the rest of Wesnoth, and probably more time on LotI than any computer game in 5+ years. Thank you Dugi.

beshead0 wrote:I really love the advancements and item system, man.

Qalar01 wrote:great work, best campaign ever made

lastjuan wrote:Thank you so much for such a wonderful campaign! I'm really enjoying myself.

Masterchief40k wrote:The length and deepness made it my favourite add-on

tbarnstone wrote:Hey, so congrats on probably the most ambitious of the campaigns out there. I've played it a few times and I like the new characters, new advancements, and especially that the enemies often have special attacks

Raynee wrote:First of all I think LotI is the best wesnoth campaign ever.

GodlyDragon wrote:Best Campaign ever made on Battle for Wesnoth, continue your great work

swirly wrote:Dugi, I must thank you for all the work done and I have to declare it's amazing ! So rich and complex. Congratulations, and thank you again.

misteroz96 wrote:Must say that LotI is an Amazing campaign, the best i ever played!

nimrodplanete wrote:Finally, after 1 year, I ended up victorious on hard difficulty (or what the hardest is called). Dugi, as a dev you really deserve the title "Greater God" more than Efraim, Lethalia or that old geezer Yarae (...shred to pieces... ...ate... I'm still laughing because of that action ). Really, this story was fun and emotion beyond words like hope, despair or what-not, thank you very much for everything!

ward93 wrote:This is my first post on the forum so apologies for any errors. I just wanted to let you know LOTI is my favorite campaign and I really appreciate all the work you have put into making it so great. The combination of a compelling story and epic battles makes this campaign a joy.

tbaker wrote:I have to say that this campaign seems to be great.

ArcTrickster wrote:Best add-on so far!

Q16 wrote:This is probably the best Wesnoth campaign I have played ever

Iazani wrote:I have to say that this is by far the most entertaining campaign ever created for Battle for Wesnoth.

othalan wrote:By the way, fantastic campaign you've created!

otrobloginutil wrote:This is the best campaign I have ever played. And I really like new units advancements, armours, weapons, ... Is there any plan to use these new features in other campaigns? I miss them!

Naron wrote:But his campaign is amazing. I can not imagine how he managed to create something so vast.
Again, this campaign deserves to be included in the mainline.

RaustBD wrote:This. Is. Awesome. I love it!

karede wrote:That being said, this should become mainline campaign. Easily the best.

nikanor wrote:Thanks for this campaign. It is really what BoW needs.

wuxiangjinxing wrote:This is really the most unique and creative campaign I have seen

sirkamiloski wrote:Never played a better campaign (been playing for 8 years now).

Telcontar wrote:Well overall it is/was a great campaign at a high level of quality despite its huge (truly epic) size. And I enjoyed how it changed some gameplay elements.

FelixMage wrote:I installed this campaign yesterday and I can't get enough of it
Story is very good(well I'm still in first chapter just a little while after they became undead, so it is probably a little too early for me to say that), items bring a whole new level to the game, new unit advancements are also great etc.
This campaign is better then all basic campaigns combined!

neltnerb wrote:this is the best campaign I've ever played, definitely on par with many big classics.

Laber_Tasche wrote:first of all, this is by far my favorite campaign!!! Thanks for putting so much effort !!!!
A quick question, in the latest version almost everything is nice and balanced, very good.

Matherton wrote:I absolutely adore this campaign! Thanks a million for all the work you've done!
The story is unusual, engaging, and occasionally funny (I am thinking in particular of the dwarf in the optional scenario who believes in "heroes" and "plebs;" brilliant meta-game commentary and very amusing!).
The only complaint I have, which I would not want you to fix, is that playing LotI kind of ruins other Wesnoth campaigns for me; I keep expecting items in other campaigns and I get bored, now, when I don't get them. Oh well!!

Raijer wrote:Thanks for the amazing job, that campaign made me play wesnoth again even though i usually hate turn-based games.

PawelS wrote:Hi, I'm currently enjoying this campaign. It's a monumental work, and I think it's the best Wesnoth campaign in existence

Yodatchi wrote:Hey - huge fan of these campaigns and am playing through all of the chapters for my 3rd time currently.

edamer wrote:Hey! Thanks a lot for this amazing campaign. Never had this much fun with Wesnoth

etErnALChaOs wrote:Hi.. Just finished playing the first two chapters of LotI v 2.4.14 on BfW 1.10.6... Absolutely great.. The best campaign, nay, the best turn based strategy I've ever played..

Ultragore wrote:LotI is one of the few really good non RPG Wesnoth campaigns that exist. I've played nearly every add-on campaign available on the official download server but abandoned most of them due to pure tediousness. The equipment addition makes Wesnoth what I supposed it to be. Very good work!

Elendil wrote:First, thank you Dugi for this campaign, that's an awesome one!! And I'm not even at the half!

vanillared wrote:this is the best campaign that I have played in my 5 years of playing wesnoth.

Ugmpag wrote:Thanks again for all the work you have put into this. I am still amazed that even a half dozen chapters in I still run in to new and original scenarios. I was skeptical that anyone could keep a campaign fresh across a hundred scenarios or more, but you have pulled it off!

Rodil wrote:Hey, I've been playing this campaign a lot for the last couple weeks. Wanted to let you know that it is really awesome and I really appreciate all the hard work you put into it. I love all the high level AMLA stuff and really like having some units that are really hard for the enemies to kill. This is definitely my favorite Wesnoth campaign, thank you.

TheZ wrote:I would like to state this is a VERY well made campain and I truly enjoy it.

Lokanaya wrote:Hey, first time poster here, and I just wanted to say this campaign is awesome. It's seriously one of the funnest ones I've ever played, if not the most fun, and keep up the good work.

tbarnstone wrote:Thanks for all the good work. Lots of fun in this game.

lirien wrote:I have almost finished Chapter I of LotI, it is a fantastic campaign, great job!

Enginuity wrote:Thanks for putting all this work into the campaign... it's so much fun!

ShadeSlayer wrote:I just started playing Legend of the Invincibles, and I am loving it! I used to play Wesnoth some years ago, but stopped because I got bored... The RPG style of LotI brought me back! Good Job.

Konrad2 wrote:...cos your campaign was so good, every other campaign is boring now

contra wrote:Great campaign.

gosh wrote:And btw the campaign's awesome....

eagle7247 wrote:Amazingly done, Dugi. LotI is by far, my favorite series of campaigns I have ever played. The units and ideas that you have created a/o implemented into the game have made it interesting for me again. I especially enjoy the AMLA system that is in the campaign, and feel that it is appropriate.

If you want to read further, keep in mind that this feedback topic is extremely long and started at times when this campaign was very different from the its current appearance. If you want to know the relevant information and reply to relevant posts, read the latest posts, that should be on pages with numbers approaching three hundred and fifty (or more).

For iPhone users:
It will probably happen that at some point, the list of options in a menu related to an ability called redeem will grow too long to fit into the iPhone screen, preventing you from proceeding. You can fix this by going into the accessibility menu and enabling the zoom feature. Thank gabe6044 for discovering this trick.

For people willing to contribute with loads of free time and translate the campaign:
Here is a guide written by Chewan (the German translator) how to set the things up for Windows users who don't have deep knowledge of the topic:

I think it worked well on my computer. I checked it now. I saw someone writing about some problem there, but some poeple told it works well. Maybe you should ask someone who knows what to do and have the problem. I may use his changes to upload it again.

When reporting the bug please include the following error message :
Condition 'enemy_info' failed at ai/default/ai.cpp:1348 in function 'get_combat_score_vs'.
------END------

Savegame in question attached.

Other side notes:
1) Efraim and Lethalia require so many XP to advance that I never seen their AMLA so I guess I missed something or so.
2) Looks like Lethalia is AI-controlled in last scenario. However this means there is no fun to control a really powerful unit to kick some orcish butts. It's not that I like to play by powerful unit just to lose control over it in final battle.

When reporting the bug please include the following error message :
Condition 'enemy_info' failed at ai/default/ai.cpp:1348 in function 'get_combat_score_vs'.
------END------

It does look like a typo doesn't it.

Go into the scenario file with a text editor (it'll be in ~add-ons/campaigns/[whatever the campaign folder's called]/scenarios).
Use Find+Replace to replace all instances of Wolf RiderOrcish Warrior with Wolf Rider,Orcish Warrior.
It should now work.

"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"

Now I know why it worked on my computer. It was just bad luck that the enemy leader hadn't decided to recruit Wolf RiderOrcish Warrior.

t3st3r, thank you for a better description of problem as the previous 'a comma is missing'. If the error does not pop up when I am checking it, I would rather expect a download/upload error. And it is impossible to stay fully concentrated when checking 600 lines for a typo.

Reepurr, thank you for helping. This forum was long dead, so I was checking it about once per week.

Answers:
1. Efraim or Lethalia on level 6 are insanely powerful and overpowered, so I made it hard to reach such as a high level. Getting level 6 needs a lot of planning, but it should be worth it. Efraim has both melee and ranged berserk attack and Lethalia is pretty strong too. They have no unusual AMLA, I wasn't skilled enough then, it is only in chapters 2 and 3. They have usually about 7 improvements to choose when they level up.
2. Interesting idea. I pawned all the orcs with lancers and elvish archers and sylphs and did not miss her really. Like in chess, if you have rooks and bishops, you do not need the queen so much. But if you do think it is disappointing, I might make the elvish army get under your control in turn 3. What do you say about it?

I am happy you liked my campaign and thanks for helping to solve the error finally.

dugi wrote:Now I know why it worked on my computer. It was just bad luck that the enemy leader hadn't decided to recruit Wolf RiderOrcish Warrior.

I had bad luck virtually all times I attempted to play this scenario. Maybe that's because of my nickname or so

As for fixing it further, I can propose 2 good ideas as well:
1) Delly (leader of green side) is too aggressive but not very powerful. So AI often does suicidal attacks on powerful enemies without a good reasons. Either give a control to human or make AI to value leader at all costs. I lost 2 or 3 times due since stupid AI controlling Delly side attacks Troll with Delly like an idiot, loses half health on retaliation and and then loses Delly when enemy AI makes it turn and finishes Delly with another hits. That's annoying since player can't forbid AI to act like an idiot, except by completely taking side over AI to prevent moron moves/attacks by Delly (which are suicidal and lead to scenario loss).

2) I see there are 2 more parts . Have you seen Invasion from the Unknown? They're starting second part of campaign from first part. So player could either start 2nd part from scratch OR continue playing from 1st part. As for me it looks like a good idea to do the same here as well. I really like how this implemented in IFTU campaign.

t3st3r, thank you for a better description of problem as the previous 'a comma is missing'. If the error does not pop up when I am checking it, I would rather expect a download/upload error.

I haven't seen bugs in campaigns due to such reasons, ever .

And it is impossible to stay fully concentrated when checking 600 lines for a typo.

That's why I'm here

Answers:
1. Efraim or Lethalia on level 6 are insanely powerful and overpowered, so I made it hard to reach such as a high level. Getting level 6 needs a lot of planning, but it should be worth it. Efraim has both melee and ranged berserk attack and Lethalia is pretty strong too. They have no unusual AMLA, I wasn't skilled enough then, it is only in chapters 2 and 3. They have usually about 7 improvements to choose when they level up.

As for me, yeah, it's worth of it though I only managed Efraim to reach level 6 at the end of last scenario but final asskicking has been some fun as a reward and enemies were doomed at this point anyway, so it's not really changed things too much for me but allowed to have some fun

2. Interesting idea. I pawned all the orcs with lancers and elvish archers and sylphs and did not miss her really. Like in chess, if you have rooks and bishops, you do not need the queen so much. But if you do think it is disappointing, I might make the elvish army get under your control in turn 3. What do you say about it?

As for me it sounds nice, though . Actually, AI just does not plays smart enough. It does not attempts to distract some forces to save Delly or loses units too fast and fails to distract enemies. AI can't play well with units like Lethalia and uses them in wrong ways. And Delly side itself plays not very smart as well, so I lost 2 or 3 times because AI stupidly attacks lvl 3 troll with Delly at night, receives payback and when I end turn, AI finishes Delly and me loses. That's not really fair since I can't be guilty in that AI plays like an idiot. With 2 sides under control there are more chances to distract enough enemies from city defense so they're unable to get in, at least in huge amounts, though it's still tricky not to get Delly killed under some circumstances.

I am happy you liked my campaign and thanks for helping to solve the error finally.

Well, now about Part 2
1) I can see Lethalia's XP for AMLA does not increases after advance but Efraim's one increases. I don't know if this bug or feature (I selected Lethalia as leader at the begin of Part2). I expected both characters to AMLA in similar ways in this regard. Is this a wrong expectation?

2) On "Gods" map, player does not loses scenario when "one who knows more about gods" (white mage) killed by trolls. So player can erroneously win scenario in "standard" way ("defeat all enemy leaders"). Once there is no speaker unit left, this results in weird monologue (phrases of white mage just omitted so overall dialog looks weird enough). I suspect this is a bug: for me it looked like Efraim asks TROLL LEADER if he knows more about gods . I has been surprised enough to take a look into scenario code and discover that I only seen a half of dialogue.

3) AI plays very dumb with this mage and dies fast... maybe it should be made a leader and AI should be tweaked to value it's leader?

In the Battle for Ogira scenario, Lethalia' units go under player's control in turn 4.
In the Battle for Ogira and Gods scenarios, Jacob and Delly are much harder to hit.
In the Gods scenario, Jacob's death is considered as defeat.

I haven't seen bugs in campaigns due to such reasons, ever .

You haven't seen my internet connection.

2) I see there are 2 more parts . Have you seen Invasion from the Unknown? They're starting second part of campaign from first part. So player could either start 2nd part from scratch OR continue playing from 1st part. As for me it looks like a good idea to do the same here as well. I really like how this implemented in IFTU campaign.

I have never seen it. I did not even know that there is a way to start a campaign with units from another campaign. But I think it is better in my campaign to start from scratch, because I've changed a lot in chapter 3 (all units have AMLA there, are automatically recalled and their cost is ten times higher).

1) I can see Lethalia's XP for AMLA does not increases after advance but Efraim's one increases. I don't know if this bug or feature (I selected Lethalia as leader at the begin of Part2). I expected both characters to AMLA in similar ways in this regard. Is this a wrong expectation?

Weird, in my saves, their maximum XP was increasing. In the last scenario, Lethalia had 250 max XP and Efraim had 180 max XP. I will work on it, maybe there is something I changed after playing it.

2) On "Gods" map, player does not loses scenario when "one who knows more about gods" (white mage) killed by trolls. So player can erroneously win scenario in "standard" way ("defeat all enemy leaders"). Once there is no speaker unit left, this results in weird monologue (phrases of white mage just omitted so overall dialog looks weird enough). I suspect this is a bug: for me it looked like Efraim asks TROLL LEADER if he knows more about gods . I has been surprised enough to take a look into scenario code and discover that I only seen a half of dialogue.

3) AI plays very dumb with this mage and dies fast... maybe it should be made a leader and AI should be tweaked to value it's leader?

The dialogue problem was solved. I just forgot that he can die. And the AI was tweaked, but it did not help. I made him blessed by gods, so that he is much harder to kill.

hello? does somebody remember this forum?
i have proplems in the 3 Part of the campaign when i had won the 11 Scenario it cant load the 12 scenario
i am using for the campaign the version 1.8.5 and hopes that the campaign also will be on the add on server from 1.9.6 avaible

I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

I am making a new version actually (well, just some minor changes and error corrections), and I will check it out. Thanks for telling me about that.

If you use 1.9.5, you can download the add-ons manually, unpack them and move them to the wesnoth add-ons folder (I do not know which OS you use, so you will have to find it yourself). Download it from here http://www.wesnoth.org/addons/1.8/ .

Anyway, 1.9.5 offers much more features than 1.8.5, so it will take me some time to rebuild it. I will add a new chapter as well (I will probably release 4 new chapters this summer, I have the plots ready, just need to program it). But I will not have too much time till July.

I am glad you made it so far.

EDIT: The objective is to move to the western border of the map, not killing the orcs. And that works.

I ran into a huge trouble - my wesnoth doesn't work, reinstallation does not help, always some unexpected characters at line end. It still worked before I finished a new version, that is mostly focused on chapter 2.

Legend of the Invincibles v1.03 changes
Lethalia's exp needed to lvl up in chapter 2 now increases with level.
In chapter 2, both leaders' maximum hp increases when they level-up (because feeding don't work on undead, that is your most common enemy).
In chapter 2, Efraim is much stronger, because his dagger mastery is not so useful against undead. He should be more equal to Lethalia there.
In chapter 2, scenario 10, Delly is not attacking Umbra suicidally and making it unplayable sometimes. If she dies anyway, she gets petrified and will stay immobile and impossible to attack instead, so she will not make you lose.
Improved grammar.
Each chapter has its own picture under descriptive text instead of using a core profile picture of a unit. (I am not sure whether this works, the picture might not appear. I could not verify it.)

My campaign is not the cause of my trouble, because deleting it and reinstalling the whole thing did not help.

Next changes will be for Wesnoth 1.9.5 probably. Except bug fixes.

EDIT: I installed it as a windows application and I managed managed to publish it. Unfortunately, the chapter pictures don't work, and I don't know why, because I lost too much of my skill due to the time of my inactivity. A help would be welcome. I just don't know how to write the address properly.